Week 9

A new level has been created this week, this town is different from the other locations as it is in a relatively good condition.

An Easter Egg has been added that adds pigs mating if the player chooses the chance perk at the beginning of the game, this was added to lighten the dark tone of the game and add a bit of comedy making it similar to the Wild Wasteland perk from Fallout New Vegas.

Week 8

A new level has been added, this new level features an abandoned highway and was inspired by multiple pieces of post-apocalyptic media as many feature lonely roads and left cars. I have decided to make the roads a cross roads with each section inspired by different responses to the end of the world; with one being a police escort of buses, one military checkpoint, a crowded highway and finally a car pile up.

I have began testing the new lighting and fog, I am trying to get the right mood and look for what I want to achieve for the world. I have looked at various tutorials on lighting techniques and feel like I have come up with something that I am happy with

Week 7

I have added to the existing casino level making improvements and adding a destroyed based on the roof of the building featuring skeleton and makeshift buildings. A new level has been added featuring a train sinking into quicksand, this level will be the last level in the game and will be made challenging with the new ghost enemy slowly chasing the player over quicksand. This level with have close calls with ghosts getting close to the player on the quicksand and the player gaining ground when on the sand.

A new enemy type has been added to the game, the Ghost enemy. This enemy will slowly approach a player screaming at them to make it obvious to the player that this is a threat, once the ghost enemy makes contract with the player the player will explode into a pile of bones and the ghost type will disappear. The scream is taken from Rocky Horror Picture Show and the death sound effect was made by me.

The chance skill will now get rid of the ghosts so that players with the chance skill don’t have to face these enemies, this needs some work as I want this feature to only effect some of the ghosts as I want the train level to still have enemies but chance will still half the amount of ghosts in this level.

Week 6

Shooting mechanics have been created for enemy types these successfully fire at the player, this still needs improving on as the enemies can currently shoot through walks killing the player when they are behind cover.

Additional options have been added, these are an ability to make the player run faster (this is useful in speed runs) and a chance ability (will make small changes to help the player, such as less enemies in levels or environmental differences). The Skill system is now a full menu with named options and descriptions of the effects each choice has on the game.

A new feature I added this week was the ability for players to travel between levels this works by creating triggerbox that is used near the edges of the level to pause the game and bring up a menu of the map locations. The map allows players to click on the location they wish to travel to. I designed the map myself using google maps and mountain icons.